A big question is whether you want to follow narrative or simulation logic in your design. Narrative will be designed according to the dictates of the story- what types of goods do you want to make difficult to get, what kind of hoops do you want them to have to jump through to get them. Simulation will be based on the question of why the guilds formed and what interests they are protecting. Traditionally trading cations follow family lines, and are based on having some financial advantage or access to certain goods or markets they want to protect. Alternately early banking was largely based on reputations and relationships so associations may form along those lines- a need to be able to trust who you are doing business with.
"It is designed to play a specific genre of game where powerful adventurers fight monsters and get treasure." Just like every other system in existence.
The game is survival and colonization of a frontier, and I'm not asking anybody to write out rules for me. I'm trying to get an idea what typical categorizations are for things like smelting being covered by mining lore versus blacksmithing, or to get into a very concrete example how someone with an artistry specialty is dealt with in terms of painting versus jewelry (I would assume these require separate tool sets at minimum). Like I said, I can read the rules. What I can't read is how other people have played the game. Farming and mining I have figured out- mining being the easier one (prospect, find the resource sink the shaft and wind up with a mine that has a "job level" for generating rough ore. Then smash that and extract the base ore and use crafting to refine into ingots, which can be forged into items... farming is a bit more complicated because I am borrowing from the idea of "gardens' in treasury vault to generate perishable resources (food rots) but not quite on the same time scale... slower to produce and slower to rot.
I do have the standard rules, I wasn't asking for a recitation. I was looking for experience in play about how tools specializations and such work.
One thing that would limit the ritual back and forth is the question of how many temples could be in the same area, unless I suppose rival rituals are being performed in the same temple... I think the increasing levels is a good point, I also might allow it to be cast at range (obviously in miles) at a higher level, if someone wants to try and flood a rival for example...
I'm looking for some idea what the standard or typical breakdowns are for these categories. The game I a building will be very craft focused, to the point where I will need to at least reconsider some of the details (for example, is spinning yarn a weaving skill in terms of concentration? Is a bloomery forging?) At minimum I'm planning to have speed for crafting based on the item/workshop level instead of the character level (injecting a bit of fundamental capitalism into the system), but I would like to hear about how these categories interact in more typical games so I'm not going any further off the beaten path than is necessary.
On the item/circumstance issue I would say both- as follows.
To me the hard part s to avoid the trap of it becoming a "city builder" type ruleset embedded in an RPG, where you simply have a list of buildings and benefits that becomes its own separate system.
The sanctity ritual is another one I have created, much less costly in terms of failure... part of the reasoning here is that the ritual is asking a deity (or his representatives) for a favor, and gods can get touchy about people messing up their rituals when asking for a favor. The sanctity ritual for Bactran:
When a Temple is consecrated it gains 1 level of sanctification. This ritual raises the current level of sanctity by 1 level. The congregation must be equal in number to the leadership chart in the DM's core for the level one higher than the current sanctity level. When the duration period of the consecration expires the sanctity drops by 1, if it reaches 0 then the consecration itself is undone.
I feel like this needs to be lower than consecrate, but beyond that I am uncertain about what the level should be here as well.
I wouldn't even bother writing these rituals in a normal game but this game is about survival and colonization and building and blessing structures where you might get help from gods seems relevant...
As a simple example- a god of rain has a raindance ritual that can either increase or decrease rainfall for a few days- the deity's name is Bactram, here is the ritual I have currently: Cast 2 hours Cost 20 GP in incense, 1 point of sanctity
Dancing, praying, and the burning of incense is used to make the region either more or less attractive to rain spirits using the influence of Bactran. Critical Success: rainfall is either increased by the normal seasonal maximum for three days or reduced to none for the next cycle of Celeres moon, depending on the ritual intent
I should note that I have a sanctity mechanism where another ritual (basically a worship ceremony) can raise the sanctity based on the size of the congregation, though it only raises by more than 1 on a critical success.
I have created several rituals associated with specific temples or gods, but I am a bit conflicted/uncertain as to what level they should be. In general terms I am stuck between intent (how commonly would the deity want the ritual to be employed) balance (how does it compare to other rituals in terms of power) and narrative (when do I want the ritual to be available to players).
For myself I tend to follow the broad strokes of The Primal Order, where gods receive power from worship but aren't really dependent on it. Plus it takes power to maintain worship in terms of the magic and miracles that mortal worshipers expect.
There is context here as well, and in fairness I tend to be very detail oriented...
One interesting trend I have run across is that deities which are worshiped for propriation (keep them quiet so they don't hurt us) often later evolve into benevolent gods of protection from the same hostile forces that were originally threatening the population with... Some of this, I'm sure, is a simple matter of divine diplomacy. If you don't want the scary god of storms to blow you away with a lightning bolt you express gratitude for his protection to try and reframe the relationship into something more benevolent. Part of it might also be a sort of theistic Stockholm syndrome...
There will definitely be temple guardians, but the fact is that Champions as written are far more "go out into the world and further my goals" type characters than "watch the door". I'm thinking temple guardians are more likely to be stat block characters who may have champion or cleric like spells only while on the temple grounds. (Which then allows it to connect to my sanctity system for how powerful the guards are without cranking the PC's up to 20 because they build a great church...)
Having given this some consideration I think I have been approaching the entire topic in a backwards perspective. If you consider how oath taking works in paleo-paganism then there would be a singular deity or patron that you swear the oath to, even if you worship, deal with or even serve in some context other deities. At that point the real question becomes which deities will (sometimes, because deities are never fully predictable) grant the boon of champion like powers in exchange for taking , and holding to, each specific champion oath.
Single deity devotion within a polytheistic culture is a very complex issue. Within Rome, for example there was an imperial religion with a priesthood which "managed" all of the gods and temples. A few gods who were seen as leaders had their own dedicated priesthood, and a few that were borrowed from conquered people had their own cults of followers that might not even have a regular priest, or where a sort of ritual specialist might cover a few different deities.
The fact is it could have been at least possible to drag each other out of harms way with a much higher bulk- right now any but the weakest party member can pick someone up without encumbrance and carry them away. Even if that is the goal a system to revise bulk for wagons and other forms of cargo transport wouldn't be hard to implement.
Right now I am looking at this from a world design point of view and I am frustrated by how much the need for a "patron deity" is emphasized. This wasn't really a part of any paleo-paganism and just feels like an imposition of a monotheistic framework into the system- sure there are many gods but you have to pick one to follow.
okay, let me ask this- if I use this idea of meta-organizations with champions, a noble house established for centuries has their own order of priests- the order directs the worship of multiple deities whose goals align with the house's goals, and this order has champions- what is the difference between being a champion of this household order and being a house guardsman, aside from being able to do neat divine stuff?
Human beings have a density slightly below that of water, depending on what percentage body far they have. grain generally has a density of 1.2 to 1.6 so the grains take up less weight per volume than a human body. So much for it being about "how much can fit", since the same weight (lower volume) of grain has a *higher* bulk than a human body by RAW.
My thought was that there could be champions if they are empowered by an intense devotion to the death goddess instead of being empowered by the death goddess herself. There would definitely be the covenant style groups, but while they might have mystical traditions associated with them they would not, for example, be actual clerics, because a group of mortals simply can't grant that type of power... At the same time priests who serve multiple deities (in his setting) tend to be oracles instead of clerics. It is rules related at least as I am trying to keep this close to RAW...
Most RPG's treat polytheism as simply "choose your deity" monotheism- pathfinder is much better than most in this regard, but for the setting I am building it gets... complicated.
I didn't make any reference to specific vehicles, or any of the points you are arguing. I simply indicated that (for a wagon) the difficulty in pulling a 175 pound person and 175 pounds of flour or grain should be the same.
The place I really started was figuring out what wagons were capable of carrying, which really does feel (emphasis on feel here) broken, because a horse carrying 175 pound person in a wagon and the same horse pulling 175 pounds of grain should have the same effective contribution towards encumbrance.
I'm enjoying the discussion, but I think I've found what I'm looking for elsewhere, essentially in applying troop rules to teams of workmen for accomplishing civil tasks. The +1 per level still feels steep. but the progression rate is also not what I am used to so I think I'm going to try it out in standard with the work crews before I make further adjustments.
It strikes me that even if a witch "discovers" who their patron is, it could wind up being a false flag situation- The fey winter queen giving orders to "destroy traitors" claiming to be the summer queen, for example. Though with the number and diversity of powerful potential patrons I'm certain it can get much more complex and devious than that...
Once again, graystone, encumbrance for an eight hour hike in the real world is a meaningless comparison, since a person hiking for 8 hours naked in the real world will become exhausted. Tridus, I am an engineer, so even when I am given a number range for a guideline I want to see how it works. The conflict with people and horses was where is where I started seeing problems, but then decided to look at real world objects that are of regular shapes rather than being unwieldy and oblong, like sacks of flour or dumbbell weights, and the while guideline just seemed like utter nonsense. So of course I had to try and figure out what it should be.
The fact is hat anyone moving as fast as they could with nothing on for several hours will get tired. Nobody finishes a marathon as fresh as a daisy, and nobody runs a marathon at the same speed they do a 50 yard dash. Even walking 8 hours carrying nothing without a break will leave someone tired, so your basis of comparison makes no sense. I use weights for two reasons- first they are a pretty clear about how hard they are to carry, and they are generally made of the same material (iron) as medieval weaponry. Also considering that the range for strength is from -1 to 4 without hitting the exceptional range I don't think Str:1 would be average- more like str: 1.5, maybe Str:1 Which means a medium person (bulk 6) is light encumbrance. How long an average person can carry another human being seems like a better measure of what that means than what they can run with for hours. Though I have never seen a person climb a rope while carrying another person either. Now I was just basing my estimation of hat a marine carried based on my dad's experiences in Vietnam, but looking it up a marine's load for combat ranges from 60-100 pounds on average topping out at 117 pounds, https://www.mca-marines.org/wp-content/uploads/Paying-for-Weight-in-Blood.p df lists data for casualty rates amongst marines carrying 120 pounds- you might also note on that sight that while they list a fighting load of 65 pounds they compare this to actual load of 117 pounds. So fundamentally your numbers are wrong. That said given the descriptions of what load means, it seems like there are a lot of bad numbers involved, since in game people can do things carrying these loads that people cannot actually d unencumbered, and the creature loads look even more unrealistic.
I was talking about day laborers tossing around 45 pounds, not 100. Now object shape and dimensions are certainly an issue for something abstract like bulk, but if we are talking about a generalization based on weight alone that is something completely different. thee is a reason food and general supplies tend to come in 50 pound bags, and it isn't because it is over the maximum amount that normal people can haul around.
A guideline of 25 pounds per bulk "or more" for objects that are just unwieldy not only fits the real world better but it makes the medium size definition fit the guidelines.
I see a lot of discussion for how PWL affects combat, but what about non-combat skills? I'm planning a colonization/fleeing the apocalypse game, where most of the challenges will be about finding and managing necessary resources (without making it a sim), and I'm kind of ambivalent about how much level seems to dominate everything with the standard rules.
also contemplating removing the level limits for skill improvements...
Actually a 5 pound weapon is pretty small. Go to a gym, look at the 10 pound iron weight that can be attached to a bar. It's about 6 inches in diameter- longswords are much bigger. Marines carry 100 pounds of gear over day long hikes without difficulty, and they are not all weightlifting musclemen. The idea that the maximum unencumbered load is the same as what day laborers pick up and toss around one handed is frankly absurd.
A str 4 character is supposed to be at the high end of human normal strength. Giving a maximum level for encumbered that is lower than what an actual human in that strength range can curl seems a bit off.
I would suggest the following errata for the rules on loads:
Giving this some thought it sems to me that he bulk system as written has two major flaws:
Castilliano wrote:
The problem, in my mind is simply that how hard it is to carry something depends a lot on how it is being carried. If I put a child in a sack (referencing fables like Krampus) it is a lot harder to carry than if I give them a piggy back ride. A human body carried with fireman's carry might have a low bulk for its weight and size, but when you load it in a cart it is no different per weight than a bundle of bows or sack of potatoes. I'm fine with keeping the load system for equipment but there needs to be something else for dragging or cargo transport at minimum.
Weird issue- I expect this is a rule that has been around long enough that it normally goes without being said but not saying it can be confusing to someone just learning the system.
I'm considering doing a hybrid game where proficiency doesn't add to everything and was looking for where it defines when to add level, but I can't find it describing actually adding your level anywhere. For those interested in the design idea I am thinking of allowing level bonuses to magic (generally, but not in combat), and to social encounters (where the social regard of levels would be a factor) but not more "mechanical" things like survival, crafting, or combat. I was trying to find the wording of how the get added to work the idea into that, but as I said, it isn't actually mentioned except for the exception. Or if it is its buried somewhere obscure that I am not seeing it. (using 2nd ed remastered rules)
Has nobody at Paizo actually seen a gorilla? The zoo I used to take my kids to had an excellent gorilla and chimpanzee exhibit, including a scale and height chart. I am taller than a gorilla, and I am heavier that a female gorilla (maybe half the weight of a male). Sure they are a lot stronger that humans, but they should be in the same size category. They're gorillas, not King Kong.
What gets me is that if you use a large horse to pull a wagon it should be able to pull load 100, which means it could put 8 other horses on that wagon by standard creature loads.
also in terms of raw weight a horse is about 8x the weight of a human, not twice. As written a strong human could carry a horse and have the encumbered condition.
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